Well, simply stats that I'm making for different types of dark elf stats(warhammer-styled).
NOTE: the main reason of this topic was to inform of any cost mistakes and for useful help.
First off, here is the stats of an normal elf.
oh, and the costs are applied to the normal minifig-stats.
Elf
Cp: 6 cp
Skill:1d6+1 (1cp)
Armor: 1d6-1 (-1cp right?)
Movement: 6,sprint 1d6+1 (1cp)
Special rules:Overwhelming initiative(in my opinion it's only worth 1cp,thanks for Rev.Sylvanus for his special abilities, they're very useful)

Unless I'm mistaken, taking a size 1, SL 0 creation from 1d6 to (1d6-1) is only a difference of 0.5 cp. For reference look up the pilot/rider stat cards; there, the reduction of Movement by 1" and armor by one point both account for 1cp. Since 1" of ground move = 0.5cp, then removing one point from SL 0 armor also = .5cp.

So, either I'd say just live with totals (since the elf looks balanced enough) or bump cp cost to 7 and add in another inch of move somewhere.

Hydra-29 cp
Skill:1d6
Armour:1d10
Movement:2d6
Weapons: 6 heads(heavy weapons)=1d6+2, lethal tai(l two-handed)=2d6
Special rules: Regenerate heads(+3cp): In the start of every own turn roll a 1d6 for every head the hydra has lost: on roll of 5 or 6 the head is regenerated back-3cp
Too many minds:(-2cp) The hydra's heads constantly fight with each other, altough sometimes they all share the same thought. To repsent this, just like in the regenerating, roll a 1d6. NOTE: if only one head is left then everything is "normal" and no roll is required.
1=The head try to kill each other.
2=The heads try to kill closest being; be it ally, handler or enemy.
3=Skill and movement -2
4=Skill and movement -1
5=normal
6=+1

Handler-13cp
These dark elves direct the hydras to the battle; without the handlers the hydras would be much more uncontrollable.
Skill: 1d6+1
Armor:4
Movement:6 sprint +1
Weapons: Two handed
Special ablities: Overwhelming initiative, Side-step(these dark elves do have gained so profit from constantly dodging and avoiding the angry bites of the hydras)+2cp(thanks again Sylvanus)
Beastmasters: Can re-roll the hydras behaviour(if at least 3 inches from them) roll=but the new number must be accepted.(+1cp)

Scottsamn wrote:I love the hydra, this seems like a really Stolen concept.

Fix'd

anyway, good ideas, try testing them out on minifigs using a assortment of weapons, in general using a alternative to the basic minifig as the core of your army is a bad idea unless you test it sufficiently first.

in general using a alternative to the basic minifig as the core of your army is a bad idea unless you test it sufficiently first.

Maybe from a strategic standpoint, but certainly not from one of balance or flavor. Flavor just makes it better if you have enough innovative design to pull it off, and balance isn't an issue if the stats are properly costed.

That leaves strategy, which means either adapt, or just enjoy the brick-carnage.

Dark elf corsairs are masters of naval warfare and coastal raiding. They usually do the main raiding for the Dark elf Lords, but very often they also take part in bigger battles, and are normally deployed to ships or fighting in watery terrain as their sea-dragon cloaks as well as protect them also give them an ability to move faster in shallow water.
Corsair-11cp
Skill: 1d6, 1d6+2 with heavy and hand weapons(0.5 cp)
Armor:1d6(+1cp)
Movement:6 in shallow water and land(+1.5 cp), sprint 1d6+1
Special rules/abilities: Overwhelming initiative, Sea-dragon cloak: gives the wearer 1d6+1 extra armour armour to the place it is: If worn in back then against attacks coming from behind the wearer gains the extra armour, if worn in front the same BUT only a one one-handed weapon can be wielded and -2 skill penalty is applied to attacks.(+2cp)